System and method for communicating a gaming machine notification to a mobile device

ABSTRACT

A system and method for communicating gaming machine information to a player is disclosed herein. The system includes a mobile communication device for the player, a server and a gaming machine at a venue. The gaming machine comprises a transceiver for receiving and transmitting short-range communication transmissions, and a maximum payoff event. The communication informs the player that the maximum payoff event for the gaming machine has not occurred and invites the player to visit the venue during the interval between visits.

CROSS REFERENCES TO RELATED APPLICATIONS

The Present Application is a continuation application of U.S. patentapplication Ser. No. 14/720,750, filed on May 23, 2015, which claimspriority to U.S. Provisional Patent Application No. 62/059,877, filed onOct. 4, 2014, both of which are hereby incorporated by reference intheir entireties.

STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

Not Applicable

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention generally relates to wireless communications. Morespecifically, the present invention relates to a method and system forcommunicating a gaming machine notification to a mobile device of aplayer.

2. Description of the Related Art

Gamblers often have a favorite gaming machine that the gambler plays ata particular casino. The gambler is often trying to win the big pay-offfor the gaming machine, and the gambler is often concerned that anothergambler will win the pay-off when the gambler is not at the casinoplaying the gaming machine.

General definitions for terms utilized in the pertinent art are setforth below.

APP is a software application for a mobile phone such as a smart phone.

Application Programming Interface (API) is a collection of computersoftware code, usually a set of class definitions, that can perform aset of related complex tasks, but has a limited set of controls that maybe manipulated by other software-code entities. The set of controls isdeliberately limited for the sake of clarity and ease of use, so thatprogrammers do not have to work with the detail contained within thegiven API itself.

Beacon is a management frame that contains all of the information abouta network. In a WLAN, Beacon frames are periodically transmitted toannounce the presence of the network.

BLUETOOTH technology is a standard short range radio link that operatesin the unlicensed 2.4 gigaHertz band.

BLUETOOTH LOW ENERGY (aka “BLE” or “BLUETOOTH LE”) is a communicationformat from the Bluetooth Special Interest Group which uses the 2.4gigaHertz band of BLUETOOTH technology but with a simpler modulationsystem that supports data pockets ranging from 8 to 27 octets, which aretransferred at 1 Mbps.

Code Division Multiple Access (“CDMA”) is a spread spectrumcommunication system used in second generation and third generationcellular networks, and is described in U.S. Pat. No. 4,901,307.

CRM (Customer Relationship Management) is a widely-implemented strategyfor managing a company's interactions with customers, clients and salesprospects. CRM involves using technology to organize, automate, andsynchronize business processes and the like—principally salesactivities, but also business processes and the like for marketing,customer service and technical support.

DHCP (Dynamic Host Configuration Protocol) is a standard networkprotocol defined by RFC 1541 that allows a server to dynamicallydistribute IP addressing and configuration information, such as thesubnet mask and the default gateway, to clients upon client requests.

Direct Inward Dialing (“DID”) involves a carrier providing one or moretrunk lines to a customer for connection to the customer's privatebranch exchange (“PBX”) and a range of telephone lines are allocated tothis line.

FTP or File Transfer Protocol is a protocol for moving files over theInternet from one computer to another.

GSM, Global System for Mobile Communications is a second generationdigital cellular network.

Hypertext Transfer Protocol (“HTTP”) is a set of conventions forcontrolling the transfer of information via the Internet from a webserver computer to a client computer, and also from a client computer toa web server, and Hypertext Transfer Protocol Secure (“HTTPS”) is acommunications protocol for secure communication via a network from aweb server computer to a client computer, and also from a clientcomputer to a web server by at a minimum verifying the authenticity of aweb site.

Internet is the worldwide, decentralized totality of server computersand data-transmission paths which can supply information to a connectedand browser-equipped client computer, and can receive and forwardinformation entered from the client computer.

Media Access Control (MAC) Address is a unique identifier assigned tothe network interface by the manufacturer.

Organizationally Unique Identifier (OUI) is a 24-bit number thatuniquely identifies a vendor, manufacturer, or organization on aworldwide basis. The OUI is used to help distinguish both physicaldevices and software, such as a network protocol, that belong to oneentity from those that belong to another.

Probe Request: A frame that contains the advertisement IE for a devicethat is seeking to establish a connection with a proximate device.

Probe Response: A frame that contains the advertisement IE for a device.The Probe Response is sent in response to a Probe Request.

SSID (Service Set Identifier) is a 1 to 32 byte string that uniquelynames a wireless local area network.

Transfer Control Protocol/Internet Protocol (“TCP/IP”) is a protocol formoving files over the Internet.

URL or Uniform Resource Locator is an address on the World Wide Web.

User Interface or UI is the junction between a user and a computerprogram. An interface is a set of commands or menus through which a usercommunicates with a program. A command driven interface is one in whichthe user enter commands. A menu-driven interface is one in which theuser selects command choices from various menus displayed on the screen.

Wayfinding is defined as tracking an object within a pre-determinedspace.

Web-Browser is a complex software program, resident in a clientcomputer, that is capable of loading and displaying text and images andexhibiting behaviors as encoded in HTML (HyperText Markup Language) fromthe Internet, and also from the client computer's memory. Major browsersinclude MICROSOFT INTERNET EXPLORER, NETSCAPE, APPLE SAFARI, MOZILLAFIREFOX, and OPERA.

Web-Server is a computer able to simultaneously manage many Internetinformation-exchange processes at the same time. Normally, servercomputers are more powerful than client computers, and areadministratively and/or geographically centralized. An interactive-forminformation-collection process generally is controlled from a servercomputer, to which the sponsor of the process has access.

Wireless Application Protocol (“WAP”) is an open, global specificationthat empowers users with mobile wireless communication devices (such asmobile phones) to easily access data and to interact with Websites overthe Internet through such mobile wireless communication device. WAPworks with most wireless communication networks such as CDPD, CDMA, GSM,PDC, PHS, TDMA, FLEX, reflex, iDEN, TETRA, DECT, DataTAC, Mobitex andGRPS. WAP can be built on most operating systems including PalmOS,WINDOWS, CE, FLEXOS, OS/9, JavaOS and others.

WAP Push is defined as an encoded WAP content message delivered (pushed)to a mobile communication device which includes a link to a WAP address.

Wireless AP (access point) is a node on the wireless local area network(WLAN) that allows wireless devices to connect to a wired network usingWi-Fi, or related standards.

The prior art has failed to disclose a system that communicates apay-off status to a gambler.

BRIEF SUMMARY OF THE INVENTION

The present invention provides a solution to communicating a pay-off toa gambler.

One aspect of the present invention is a method for communicating gamingmachine information to a player. The method comprises associating agaming machine at a venue with a player who has played the gamingmachine in excess of a predetermined threshold of times and whom is amember of a loyalty program of the venue. The method then determines avenue visit pattern, including venue visit time and an interval betweenvisits, for the player. The method also determines that a maximum payoffevent for the gaming machine has not occurred during the intervalbetween visits. Lastly, the method transmits a communication to theplayer that the maximum payoff event for the gaming machine has notoccurred. The communication further invites the player to visit thevenue during the interval between visits.

The gaming machine is preferably one of a slot machine, video pokermachine, video blackjack machine or pai gow machine.

The communication transmitted to the player preferably comprisestransmitting a SMS text to the player's mobile communication device.

Alternatively, the communication transmitted to the player comprisestransmitting an email to the player.

Alternatively, the communication transmitted to the player comprisestransmitting an alert to a native application on the player's mobilecommunication device.

When associating a gaming machine at a venue with a player, a pluralityof activations for a loyalty card of the player at the gaming machine isrecorded.

Preferably, associating a gaming machine at a venue with a playercomprises receiving and transmitting near field communications between anative application on the player's mobile communication device and thegaming machine.

Another aspect of the present invention is a system communicating gamingmachine information to a player. The system includes a mobilecommunication device for a player. The mobile communication devicecomprises a resident mobile application for a venue that is configuredto transmit a communication utilizing a short range communicationformat. The system also includes a gaming machine at the venue. Thegaming machine comprises a transceiver for receiving and transmittingshort range communication transmissions, and a maximum payoff event. Thesystem further includes a server in communication with the gamingmachine over a WLAN. The server associates the gaming machine at thevenue with a player who is a member of a loyalty program of the venueand the player has played the gaming machine in excess of apredetermined threshold of times. Additionally, the server determines avenue visit pattern for the player, which comprises venue visit time andan interval between visits. The server also determines that the maximumpayoff event for the gaming machine has not occurred during the intervalbetween visits. The server further transmits a communication to theplayer. The communication informs the player that the maximum payoffevent for the gaming machine has not occurred and invites the player tovisit the venue during the interval between visits.

The server preferably transmits a SMS text to the player's mobilecommunication device.

Alternatively, the server transmits an email to the player.

Alternatively, the server transmits an alert to a native application onthe player's mobile communication device.

Preferably, the server records a plurality of activations for theplayer's loyalty card at the gaming machine.

Also, the server records near field communications between a nativeapplication on the player's mobile communication device and the gamingmachine.

Having briefly described the present invention, the above and furtherobjects, features and advantages thereof will be recognized by thoseskilled in the pertinent art from the following detailed description ofthe invention when taken in conjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

FIG. 1 is a block diagram of a system for communicating gaming machineinformation to a player.

FIG. 2 is a flow chart of a method for communicating gaming machineinformation to a player.

FIG. 3 is a sequence diagram of communication between a gaming machineand servers.

FIG. 4 is an isolated view of general electrical components of a mobilecommunication device.

FIG. 5 is an isolated view of general electrical components of a server.

FIG. 6 is an isolated view of general electrical components of a gamingmachine.

FIG. 7 is a block diagram of front-end communications of a system forcommunicating gaming machine information to a player.

FIG. 7A is an isolated view of a table within the CRM of the venuewithin a system for communicating gaming machine information to aplayer.

FIG. 8A is an illustration of a schedule and communication within asystem of a play on the gaming machine by a player.

FIG. 8B is an illustration of a schedule and communication within asystem of a play on the gaming machine by other players during theinterval between visits.

FIG. 8C is an illustration of a schedule and communication within asystem of another play on the gaming machine by a player.

FIG. 8D is a block diagram of the communications between the gamingmachine and the player's mobile communication device.

FIG. 8E is an illustration of a player receiving an SMS text from theserver of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

As shown in FIG. 1, a system for communicating gaming machineinformation to a mobile communication device player is generallydesignated 100. The system 100 preferably comprises a gaming machine 20at a venue 5, a mobile communication device 25 for a player 15, and aserver 40. The gaming machine 20 preferably comprises a transceiver forreceiving and transmitting short-range communication transmissions. Thegaming machine 20 also comprises a maximum payoff event. The mobilecommunication device 25 preferably comprises a resident mobileapplication for the venue 5. The mobile resident application isconfigured to transmit a communication utilizing a short-rangecommunication format. The server 40 preferably is in communication withthe gaming machine 20 over a WLAN 35 of the venue 5 via a wireless AP55. The server 40 associates the gaming machine 20 with a player 15 anddetermines a venue visit pattern 70 for the player 15. The venue visitpattern comprises venue visit time and an interval between visits. Theserver 40 also determines if a maximum payoff event for the gamingmachine 20 has occurred or not during the time interval between theplayer's visits. If the maximum payoff event for the gaming machine 20has not occurred then the server transmits a communication 80 to theplayer 15 and invites the player 15 to visit the venue during aninterval 75 between visits. Alternatively, a message server 65 locatedoff-site, at a site owned by the venue or maintained by a third party,receives information from the venue server 40 via the WAN 50 to transmita communication message 80 to the player 15. Communication to theplayer's mobile device 25 is generally through the cellular network 60.

The venue is preferably any type of organization that desires to rewardcustomers, engage customers, conduct a mobile marketing campaign orsimilar mobile marketing program to customers. The venue is preferably acasino, resort or leisure facility. Alternatively, the venue ispreferably one of an airport, a hospital, a convention center, auniversity, a school, an amusement park, or a municipality. Howeverthose skilled in the pertinent art will recognize that the venue may beanother area, building or the like without departing from the scope andspirit of the present invention. Those skilled in the pertinent art willrecognize other types of enterprises that can use the present invention.

The venue gaming machine 20 is preferably one of a slot machine, videopoker machine, video blackjack machine or pai gow machine.

The server 40 preferably records the activations of a player's loyaltycard at the gaming machine 20. The server 40 alternatively records nearfield communications between a native application on the player's mobilecommunication device and the gaming machine 20.

The CRM database 45 preferably contains multiple files of members of therewards program. Each file preferably contains data on a member, and thedata is information provided by the member, information collected at thevenue and information collected from third party sources. Informationfor the end-user (e.g., patron of the rewards program of the venue)preferably includes a preferred language, gender, residence,citizenship, net worth, food and drink preferences, gambling habits,value to the venue, email address, mobile device identifier, and name(if not an anonymous rewards program). The value to the venue includesthe spending habits of the end-user, entertainment habits, stays at thevenue, duration of stays, losses or wins if the venue is a casino,associates, and like information. The CRM database 45 is preferablylocated on site at the venue. Alternatively, the CRM database 45 islocated off-site at a site owned by the venue or maintained by a thirdparty.

A flow chart for a method 200 for communicating gaming machineinformation to a player is shown in FIG. 2. At block 201, a gamingmachine at a venue is associated with a player who has played the gamingmachine in excess of a predetermined threshold of times. Thepredetermined threshold of times is preferably as often as every visitto the casino by the player in the last twelve months, every other visitby the player, or a visit each month for the last twelve months.Alternatively, the predetermined threshold of times is a percentage ofthe time a player is at the casino during any visit such as a playerspending ninety percent of the player's time at the one gaming machineduring each visit. The player is a member of the venue's loyaltyprogram. A venue visit pattern for the player is then determined atblock 202. The venue visit pattern preferably includes venue visit timeand an interval between visits. A player may visit a casino, monthly,weekly and even daily. Determining that a maximum payoff event for thegaming machine has not occurred during the interval between visits isshown at block 203. Transmitting a communication to the player that themaximum payoff event for the gaming machine has not occurred is shown atblock 204. The communication also includes inviting the player to visitthe venue during the interval between visits.

A communications sequence diagram 300 for communications between aplayer 15, a gaming machine 20, a venue server 40 and CRM database 45,and message server 65 is shown in FIG. 3. The player 15 starts gaming atthe gaming machine 20 using their loyalty rewards identification. Thegaming machine 20 sends data to the venue server 40/database 45including information such as player ID and machine ID or other uniqueID. The gaming machine is associated with the player and the game isstarted. The loop shows that as long as the player keeps making bets,the game continues and information of game play is sent from the gamingmachine 20 to the server 40/database 45. When the player ends placingbets, in effect, ending the game, the server 40 calculates whether ornot the payoff has been paid during the period of game play.

Another loop shows another player, player_(x), playing on the gamemachine, and as long as player_(x) keeps making bets, the game continuesand information of game play is sent from the gaming machine 20 to theserver 40/database 45. When player_(x) ends placing bets, in effect,ending the game, the server 40 calculates whether or not the payoff hasbeen paid during the period of game play of player_(x). In thealternative interaction, if the gaming machine 20 has not paid a payoff,then a communication, such as a notification or an offer, is sent by themessage server 65 to the player 15. Otherwise, if the gaming machine 20has paid a payoff, the payoff is reset.

Preferably, the venue server 40 associates the gaming machine 20 with aplayer 15 by recording activations of the player's loyalty card at thegaming machine 20. Preferably, there is a predetermined threshold oftimes of which a player must have played in excess to be associated withthe gaming machine 20.

Alternatively, the venue server 40 associates the gaming machine 20 witha player 15 by recording near field communications received andtransmitted between a native application on a mobile communicationdevice 25 of the player 15 and the gaming machine 20, such as disclosedin Boyle et al., U.S. patent application Ser. No. 14/337,296, filed onJul. 22, 2014, for a System And Method For Associating A Mobile DeviceWith A Patron, which is hereby incorporated by reference in itsentirety.

The mobile communication devices 25 utilized with the present inventionpreferably include mobile phones, smartphones, tablet computers, PDAsand the like. Examples of smartphones include the IPHONE® smartphonefrom Apple, Inc., BLACKBERRY® smartphones from Research In Motion, theDROID® smartphone from Motorola Mobility Inc., GALAXY S® smartphonesfrom Samsung Electronics Co., Ltd, and many more. Examples of tabletcomputing devices include the IPAD® tablet from Apple Inc., and theGALAXY TAB® tablet from Samsung Electronics Co., Ltd.

As shown in FIG. 4, a typical mobile communication device 25 includes anaccelerometer 301, I/O (input/output) 302, a microphone 303, a speaker304, a GPS chipset 305, a Bluetooth component 306, a Wi-Fi component307, a 3G/4G component 308, RAM memory 309, a main processor 310, an OS(operating system) 311, applications/software 312, a Flash memory 313,SIM card 314, LCD display 315, a camera 316, a power management circuit317, a battery 318 or power source, a magnetometer 319, and a gyroscope320.

Each of the interface descriptions preferably discloses use of at leastone communication protocol to establish handshaking or bi-directionalcommunications. These protocols preferably include but are not limitedto XML, HTTP, TCP/IP, Serial, UDP, FTP, Web Services, WAP, SMTP, SMPP,DTS, Stored Procedures, Import/Export, Global Positioning Triangulation,IM, SMS, MMS, GPRS and Flash. The databases used with the systempreferably include but are not limited to MSSQL, Access, MySQL,Progress, Oracle, DB2, Open Source DBs and others. Operating system usedwith the system preferably include Microsoft 2010, XP, Vista, 200oServer, 2003 Server, 2008 Server, Windows Mobile, Linux, Android, Unix,I series, AS 400 and Apple OS.

The underlying protocol at a server, is preferably Internet ProtocolSuite (Transfer Control Protocol/Internet Protocol (“TCP/IP”)), and thetransmission protocol to receive a file is preferably a file transferprotocol (“FTP”), Hypertext Transfer Protocol (“HTTP”), Secure HypertextTransfer Protocol (“HTTPS”) or other similar protocols. The transmissionprotocol ranges from SIP to MGCP to FTP and beyond. The protocol at theserver is preferably HTTPS.

The network is preferably the WLAN 35 of the venue 5, as shown in FIG.1, and a communication message 80 from the venue server 40 is sent overthe WLAN 35, and the Internet, WAN 50, if necessary, to the player'smobile device 25. Alternatively, the network is a communications network60 of a wireless telecommunications carrier and the communicationmessage 80 is sent over the communications network 60, over theInternet, and to the player's 15 mobile device 25.

A mobile communication service provider (aka phone carrier) of thecustomer such as VERIZON, AT&T, SPRINT, T-MOBILE, and the like mobilecommunication service providers, provide the communication network 60for communication to the mobile communication device of the end user.

Wireless standards include 802.11a, 802.11b, 802.11g, AX.25, 3G, CDPD,CDMA, GSM, GPRS, radio, microwave, laser, Bluetooth, 802.15, 802.16, andIrDA.

Components of a venue server 40 of the system 100, as shown in FIG. 5,includes a CPU component 401, a graphics component 402, PCI/PCI Express403, memory 404, non-removable storage 407, removable storage 408,Network Interface 409, including one or more connections to a fixednetwork, and SQL database(s) 45 a-45 d, which includes the venue's CRM.Included in the memory 404, is an operating system 405, a SQL server 406or other database engine, and computer programs/software 410. The venueserver 40 also includes at least one computer program configured toreceive data uploads and store the data uploads in the SQL database.Alternatively, the SQL server can be installed in a separate server fromthe venue server 40.

The communication message 80 sent to the mobile device 25 is preferablya text message sent by the server 40. Alternatively, the gaming machine20 or a message server 65 can be configured to send a message 80 to themobile device 25.

Preferably, the communication message 80 is an SMS text to the player'smobile communication device 25. The text message notifies the playerthat their gaming machine has not yet paid out the payoff or jackpot.Preferably, the message includes the payoff amount and invites theplayer to come back to play the gaming machine, enticing the player withthe higher possibility of winning the payout.

Alternatively, the communication message 80 is an email transmitted tothe player. Alternatively, an alert is pushed to a native application onthe player's mobile communication device 25. The communication message80 can include a simple notification that a payout has not occurred oran offer to entice the player back to the venue to play more often thanusual, during an interval between the player's regular visits. Thecommunication message 80, can be based on the accessible profileinformation for the player 15, in the CRM database 45 of the venue, andthe payout information of the gaming machine 20.

As shown in FIG. 6, a typical gaming machine 20 includes a clock 501, amicroprocessor 502, power 506, I/O interfaces 507, display 508, storagedevices 503 such as memory 504 and persistent storage 505, RF/Analogcircuit and antenna 510 and HCI (Host Controller Interface) 509.

FIGS. 7-7A shows the components of a visit pattern of a player. A player15 visits at regular intervals 70, such as every Friday and Sunday. Timeof hour can also be established. The gaming machine 20 is associatedwith the player 15 by the information provided during the interactionwith the player 15, such as loyalty card information (player number andmember status), the machine ID, and time and date of game. The data istransmitted to the venue server 40/CRM 45, preferably, by a wireless AP55. The table 90 within the CRM 45 records data for each player 15. Avisit pattern and the interval between visits is determined from therecorded data for the player 15. The profile data for the player 15preferably includes the game type, the game machine 20 associated withthe player 15, date, time, and amount won or lost.

FIGS. 8A-8E illustrate the steps for communicating gaming machineinformation to a player. FIGS. 8A and 8C, show a primary player 15 aplaying a gaming machine 20, Machine #18, each Friday of a month,establishing a regular schedule 70. FIG. 8B shows another player 15 bplaying on Machine #18 during an interval day of the primary player's 15a schedule 70, as illustrated by the schedule 70 and the payout amountrising on the display. As each play is conducted, data packets 76 aresent to the server 40/database 45. FIG. 8D shows the flow of action fromthe back-end. The data packets 76 are sent to be recorded in the CRMdatabase 45. The server 40 processes/analyzes the gaming information,determines that the payout has not been paid, and sends an SMS message80 to the primary player 15 a.

The present invention may be utilized with a marketing system such asdisclosed in Boyle et al., U.S. Pat. No. 8,433,342, for a Method AndSystem For Personalized Venue Marketing, which is hereby incorporated byreference its entirety. The present invention may be utilized with agaming system such as disclosed in Boyle, U.S. Pat. No. 8,771,063, for aSystem And Method For Managing Games In A Mobile Virtual Casino, whichis hereby incorporated by reference its entirety. The present inventionmay be utilized with a gaming system such as disclosed in Boyle, U.S.patent application Ser. No. 13/756,591, filed on Jan. 31, 2013, for aSystem And Method For Virtual Currency In A Virtual Casino, which ishereby incorporated by reference its entirety. The present invention maybe utilized with a gaming system such as disclosed in Boyle, U.S. Pat.No. 8,944,910, for a System And Method For Secure Play In A MobileVirtual Casino, which is hereby incorporated by reference its entirety.The method and system of the present invention may be utilized with ananonymous loyalty program such as described in Boyle, U.S. Pat. No.8,463,645, for an Anonymous Rewards Club Program, which is herebyincorporated by reference in its entirety. The method and system of thepresent invention may be utilized with the system described in Boyle etal., U.S. Pat. No. 8,693,403, for a Method And System For Detection AndCorrection of Wi-Fi Login Failure, which is hereby incorporated byreference in its entirety. The method and system of the presentinvention may be utilized with the system described in Greer et al.,U.S. Pat. No. 8,959,656, for a Segmented Architecture Method And System,which is hereby incorporated by reference in its entirety. The methodand system of the present invention may be utilized with the systemdescribed in Boyle, U.S. patent application Ser. No. 13/844,585 filed onMar. 15, 2013, for a Method And System For Freemium WiFi Service, whichis hereby incorporated by reference in its entirety. The method andsystem of the present invention may be utilized with the systemdescribed in Boyle, U.S. patent application Ser. No. 13/843,627 filed onMar. 15, 2013, for a Method And System For Incentivizing On-SiteParticipation In Games And Offers which is hereby incorporated byreference in its entirety. The method and system of the presentinvention may be utilized with the system described in Boyle, U.S.patent application Ser. No. 13/974,040 filed on Aug. 22, 2013, for aMethod And System For Including Content In A WiFi Stream, which ishereby incorporated by reference in its entirety. The method and systemof the present invention may be utilized with the system described inBoyle, U.S. Pat. No. 8,583,777, for a Method And System For ProvidingReal-Time End-User WiFi Quality Data, which is hereby incorporated byreference in its entirety. The method and system of the presentinvention may be utilized with the system described in Boyle, U.S. Pat.No. 8,725,170, for a Method And System For Measuring The Quantity, TypeAnd Transmission Quality Mobile Communication Devices Within A DefinedGeographical Area, which is hereby incorporated by reference in itsentirety. The method and system of the present invention may be utilizedwith the system described in Boyle, U.S. Pat. No. 8,738,036, for aMethod And System For Wayfinding, which is hereby incorporated byreference in its entirety. The method and system of the presentinvention may be utilized with the system described in Boyle, U.S. Pat.No. 8,573,499, for a Quick Response Code Business Card, which is herebyincorporated by reference in its entirety

From the foregoing it is believed that those skilled in the pertinentart will recognize the meritorious advancement of this invention andwill readily understand that while the present invention has beendescribed in association with a preferred embodiment thereof, and otherembodiments illustrated in the accompanying drawings, numerous changesmodification and substitutions of equivalents may be made thereinwithout departing from the spirit and scope of this invention which isintended to be unlimited by the foregoing except as may appear in thefollowing appended claim. Therefore, the embodiments of the invention inwhich an exclusive property or privilege is claimed are defined in thefollowing appended claims.

We claim:
 1. A system for communicating gaming machine information to aplayer, the system comprising: a mobile communication device for aplayer, the mobile communication device comprising a resident mobileapplication for a venue, the mobile resident application configured totransmit a communication utilizing a short range communication format; agaming machine at the venue, the gaming machine comprising a transceiverfor receiving and transmitting short range communication transmissions,wherein the gaming machine comprises a high level payoff event; a serverin communication with the gaming machine over a wireless local areanetwork (WLAN); wherein the server associates the gaming machine at thevenue with a player, and the player has played the gaming machine inexcess of a predetermined threshold of times; wherein the serverdetermines a venue visit pattern for the player wherein the venue visitpattern comprises an interval between visits; wherein the serverdetermines that the high level payoff event for the gaming machine hasnot occurred during the interval between visits; wherein the servertransmits a communication to the player that the high level payoff eventfor the gaming machine has not occurred and invites the player to visitthe venue during the interval between visits.
 2. The system according toclaim 1 wherein the gaming machine is one of a slot machine, video pokermachine, video blackjack machine or pai gow machine.
 3. The systemaccording to claim 1 wherein the server transmits a SMS text to themobile communication device of the player.
 4. The system according toclaim 1 wherein the server transmits an email to the player.
 5. Thesystem according to claim 1 wherein the server transmits an alert to anative application on the mobile communication device of the player. 6.The system according to claim 1 wherein the server records a pluralityof activations for a loyalty card of the player at the gaming machine.7. The system according to claim 1 wherein the server records near fieldcommunications between a native application on the mobile communicationdevice of the player and the gaming machine.